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Mr. Perfect

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  1. Fallout New Vegas did something similar to me and a bunch of other people when it released. Here are the instructions that worked then:
  2. I don't think enemy scaling works that way anyhow, at least it doesn't in Fallout. If I understand it correctly, if you meet a radscorpion at level five, it will scale to level five. However, if you go back and fight a radscorpion at level ten, the scorpion is still at level five.
  3. Jab aside, it does sounds silly when you say it like that. But yes, more information is pretty much what I'm looking for. The health bar, like they're touching on later in the thread here, is especially helpful. For example, when fighting that toothy fish-thing mini-boss in the fishing side quest, I could see how much damage each swing was doing. After poking at it for a while with the sword and shield it was apparent that not enough damage was getting through and I'd be dead soon if I didn't switch to the two hander. Shortly after changing weapons, it became apparent that my health bar was still dropping faster then his and fired off the graceful repose ability to heal up. Very useful! Extra information is also helpful when you break off an attack and rejoin. Which guy is the one you already wore down? Just do a quick mouse over on the way in! Maybe Mr. nelson can chime in a bit on the monster enhancements/weaknesses/resistances thing that subliminal brought up. Do monsters have these effects? How are they displayed with this UI? On a side note, I love how yellow has now become mango. I just thought it sounded funnier then "yellow" in that joke a few posts up. Can we call red something too? How about watermelon?
  4. So far I've seen grey, green and blue, with quality starting at grey and working up to blue. Reviews in magazines have also mentioned a higher grade, gear with a gold name.
  5. Yes, I know about the circle. It isn't very informative though. "We've got 'em now, boys! He's gone from lime green to mango!"
  6. I'll have a look next time, but I always play in the 'iso' camera angle, so maybe I didn't notice. Sure looked like they were on the ground though. But if that's a bug for your game that's a very odd bug to happen. The wider top-down angle? That's what I've been using as well. It's probably most noticeable on the big two handed swords, they stand up on point starting at about knee level with the hilt somewhere up above your head. Hopefully floating loot is a bug, because it's really weird. The last time I saw unidentified flying powerups was Doom 2. Does anyone else see floating armor, weapons and such?
  7. Heh, no it isn't what I asked, but it is kind of why I asked it. If the Devs could add mouse over tooltips, people wouldn't have to ask around about these stats. Mouse over information would also help during combat, since you can't really tell which enemy is which or what condition they are in. Personally, I like to kill the weakest type or most damaged enemy first. With a mouse over window I could tell the Lascanzi's(spelling?) rangers apart from their sword wielding mercenaries and target the weaker gun fighters first. Similarly, when trying to decide which armored up sword wielder to kill, you would know to put one last blow into the most wounded guy. Instead I'm probably picking a full-health guy to beat on while some schmuck with ten hitpoints gets a free pass to stab at me unchallenged.
  8. Whaddaya mean, just the demo? Demos are so rare these days, especially before a game launches, that it's pretty much all they need to release for me to be happy.
  9. It doesn't float for you? The gold lays on the ground, but everything else hovers in the air. Armor, weapons, things like that just bob around at about chest height.
  10. Also using Realtek onboard audio. I've got an X-Fi, but when Creative's drivers hosed Windows 7 Beta, I never bothered to install the card in the retail version. It's just sitting in an anti-static bag in my box-o-junk.
  11. There are a few little things I'd suggest making adjustments to, at least for the PC version. Why do the corpses disappear? Don't get me wrong here, I far prefer the disappearing corpses to how DS2 handled monster death. DS2, for some bizarre reason, decided that any time a monster got so much as a paper cut that it should explode in a bloody, gut ridden cloud like some sort of macabre firecracker. Watching someone just slump to the ground in DS3 is definitely more realistic, but then they immediately fade away like some figment of your imagination. My guess is that this is simply resource management for the Xbox and PS3, but a modern PC has more RAM then it knows what to do with. Leaving the bodies on the floor would keep the game from feeling quite so... surreal. Something makes this game feel like a JRPG... Or, more correctly, like a JRPG developer tried to make a western RPG. I think part of it, in addition to the magically disappearing bodies, is the looting system. Why in the world do lootable items float? Do they each have their own built in anti-gravity device, or have the laws of gravity stopped applying to inanimate objects? And who, exactly, is shining those multicolored spotlights on them? On a similar note, why must treasure chests vomit their contents in a glorious rainbow of color? The bright blue trails of light behind a weapon's swing is also something I'd expect to see in a Final Fantasy game, not in something western like Dungeon Siege. It all makes the game feel less like a gritty, war torn land and more like a child's fantasy journey. Can we go back to the DS1/2 saving system? Being able to choose where and when you save the game is much more convenient then wandering around the world until you find a checkpoint. Loosing items, quests progress, or experience just because you have to go to work, dinner, or bed and don't have time to find one of those light fountains is going to be frustrating. The game is launching in less then a month, so I don't know if any of this could be changed though, much less if the devs want to change any of it.
  12. I've heard sound distortion, but only during voice acting. It's actually more of a pop or crackle while the NPC is talking. Is that what you're experiencing?
  13. Actually, I was wondering about those too. What in the world is Warding? Or Doom? Things like armor, block and attack are self explanatory, but I've never seen some of these new stats before.
  14. Is there supposed to be a little window that shows you what you're mouseing over? Something along the lines of "Lacanzi Mercenary: 30/40HP" in a box at the top center of the screen? It's possible I'm just having trouble with the fixed 16:9 aspect ratio cutting off the top of the screen, the mouse does seem to disappear up there.
  15. Ouch. Is that for all versions of the game, or is it some sort of limitation of the PS3 version?
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